Ниды
The Cronecoven: This one is nice and simple. Take 3 Crones or more, and Vector Strike the same unit. For each Crone after the first, add +1 Strength, to a max of ten. (8/10)
This would be very nice if I knew my opponent was going to have Titans. If you get the strikes off, it's going to be some MAJOR pain for whatever unit takes all those strength 10 hits. Knights, Warhounds, whatever, will be crippled if you pull this off.
Eater-Swarm: 3+ Haruspex, 3+ Pyrovores Broods and 5+ Ripper Broods... Wow. GW took the worst models in the book and put them all together. At least they get outflank... as a side note, they always roll the middle result on Instinctive Behavior, and enemy Characters take -(Game turn) to their Leadership if they can see any model in the formation. That part is nice, but it isn't worth buying 3 Pyrovores for, especially because it has no impact on the normal infantry. (3/10)
If you must use it, try combining with the Swarmlord. Use his Finest Hour to put Acute senses on the whole formation, and maybe, just maybe, you can do something useful with it.
Eye of the Hive: This formation is at least 3 Warrior Broods, each which must have 5 models in it. Roll a d3 at the beginning of the game, and every unit that arrives after that turn gains Preferred Enemy to one codex. Also, units within 18" get to attack even if they are killed in close combat before their Initiative step. (6/10)
The strike after death part is very potentially useful. Personally, I would use this to throw some sacrificial Carnifex at a mega-CC unit, or a bunch of poisoned gants. Basically, if your opponent has a super-CC unit from Apocalypse, this is a good way to deal with that.
Harpy Skyhaunters: This one is pretty cool, it includes 3+ Harpies and 3+ Spore Mine clusters. Basically, Harpies firing at a Flyer within 12" of a Spore Mine get Tank Hunter. Useless? Not wuite. Any Harpy can fire their main gun as what is basically a twin-linked Autocannon with Skyfire. With all those rerolls this could be a pretty good anti-flyer, especially with all those Harpies. (6/10)
This is very simple to use. Just line up on any enemy Flyers you see, and Deepstrike some Spores right next to them! Then, unleash all those shots on that chosen flyer, hopefully taking it down. It's not going to kill a superheavy flyer all by itself sadly, but could take down an Armor 12 vehicle with average rolls.
Kraken Tendril Swarm: This includes 1+ Warrior Broods, and 3+ units of Gants or Gaunts, plus 0+ units of Gargoyles. The Gaunt units must have 20 models or more. The formation may, once per turn, make a 60" move that can't go within 12" of an enemy, but they may shoot afterwards. Also, every unit gains Outflank and Acute senses. (7/10)
Most people can field this easily, and you can use it to surprise a flank or grab objectives. Pretty nifty! I would use Devourer Gants for this, and throw in some extra Gargoyles just for fun.
Leviathan Sky Swarm: This is honestly my favorite formation of the book, and the one I REALLY wish we could use in a normal game. It includes 1+ Flyrant, 3+ Gargoyle Broods, 2+ Harpies, 0-3 Shrike Broods and 0-1 Harridans. The rules are ace though! First off, the entire formation reduces scatter to avoid mishapping. Second, the Gargoyles may assault Flyers! For each Gargoyle in base contact, roll a d6. On a 1-3 kill a Gorgoyle, a 4-5 nothing, and on a 6 the Flyer takes a Hullpoint. That's the kind o flavor the Tyranid book was lacking! Finally, any unit with Skyfire reduces their ballistic skill by 1 when shooting at the formation. So if they're already snapfiring at say, the Gargoyles, then that BS1 goes down to 0, and it's the normal -1 if shooting at a Harridan. That is just way too awesome! (9/10)
If you have the models, you may as well put a harridan in, because why not make him harder to hit? Also, put all of your Flyrants in the formation, because there's no limit on the number. Scattering Gargoyles around will scare any flyer away. This formation is great, and the more wings you have the better.
Sporestorm Brood: This interesting formation is 1+ Biovore unit, 1+ Exocrines, and 3+ SPore Mine clusters. First off, the SPores must Deepstrike and can reroll the scatter dice if within 12" of a Tyranid model. Exocrines are twinlinked when shooting at a unit within 6" of a Spore Mine, and oddly Carnifexes reroll to hit AND wound when within 6" of a Spore. Yes, Carnifexes, even though they're not in the formation. This isn't an accident, as Carnifexes are mentioned in the short fluff piece. (7/10)
This feels like it's a normal formation, not an Apocalypse one. Still, it's quite good. Just drop some Spore Mines near whatever unit you want dead, and start layering it in Exocrine fire. Also, this could make ranged Carnifexes pretty decent. Twinlink all their weapons by putting a spore nearby, and they reroll to wound. If you happen to run melee fexes, this will also spice them up a ton. Just wait till you're about to charge, and poof! Drop in their support mines. This actually makes Spore Mines super attractive.
Tervigon Broodnode: This is my second favorite Formation. It includes 3-5 Tervigons, nothing else. The rules on here are awesome! First off, one Tervigon may choose what gun their gants spawn. This basically means you are creating Devourers all the time, which triples their firepower! Better yet, when spawning, you roll the dice for every Tervigon, then choose one of the results to apply to every Tervigon in the formation. At the base 3, this cuts the chance of doubling to something like 1/8 of what it was. And the more Tervigons you have, the more the odds go down! But, here's the REALLY interesting part... "All Tervigons in the formation must have the Catalyst and Onslaught powers". What the heck does that mean? Do they automatically get the best two powers in the table? YES PLEASE! The wording implies that they don't just get it, but that they must take it... what does this mean for 7th edition? Potential to choose powers? (9/10)
This is the ultimate objective taker. Three MCs which can score, and the amount of gants coming out of this formation is ridiculous. Also, they get some ace Psychic powers! I would either park all three on a crucial objective or outflank the whole formation with Hive Commander. Damn, this is sick!
Tyrannofex Gunbeast Brood: This one is plain and simple, but good. 3-5 Tyrannofex, at least two must upgrade their Acid Spray to another gun. If one model hits a unit, it is marked. Every other model then is twin-linked, ignores cover and has Tank hunter against that unit! (8/10)
The best way to run this is 3-5 Rupture Cannons. Once you get that hit, the rest of the brood will brutalize any vehicle target. Twinlinked, tankhunter, ignores cover, Strengyh 10 guns? This is our formation for hunting Titans and superheavies. Nasty, nasty, nasty.
The Shadow Incarnate: 1 Hive Tyrant, 3 Tyrant Guard, and 2+ Zoanthrope broods. Double the range on Shadow in the Warp, and all Nids within 24" gain a +3 Deny the witch. Lovely! This is major anti psyker power, but there's one other rule, a Psychic power... A nova of 6" times the number of psykers in the unit, which will be at least 3. Add more broods, and you can get a massive Nova power! Each unit hit takes 10 hits at strength 2, Ap 1, that Blinds and is Pinning. This is incredible for dealing with infantry! But it's a Warp Charge 3 power... how can a Tyrant cast it? I'm guessing that this will be dealt with in 7th edition. (7/10)
Sadly, this power could hit your own units, again pending 7th edition. Otherwise, this is pretty brutal if you get it off successfully, and is great at neutering psykers anyways before you include the power.
http://knighthammer40k.blogspot.ru/2014/05...ne-valedor.html
ДЭ и Эльдары
Eldar:
The Crimson Death: Meh, not bad for getting extra strategic victory points maybe but not great either especially if you tend to take Nightwings over Crimson Hunters.
Crystal Sons of Asuryan: This one is nice, Asurman and 3+ Dire Avenger squads get an extra pip of S and T per game turn though of course there is a downside. Still playing them on turn five would be great fun.
Gemini Revenant Squad: Two Revenants, boost to shooting and if one or other Revenant gets their holo fields hit the other has all shots against it count as snap shots, so a nice boost to it. However I'm a bit behind with Revenant rules, last time I checked they weren't worth taking at all so not getting too excited.
Ghost Warrior Warhost: Meh, not bad, not great. Fine if you're taking lots of wraith stuff anyway.
The Great Troupe: Such fun. Lots of Harlies in Venoms with blinding and conncussive shooting.
Guardian Battlehost: Nice enough, decent boost to survivability, combine it with aegis defense lines perhaps.
High Council of Iyanden: Fun and lore friendly, nice bonuses but nothing earth shattering.
Mindstorm Squadron: In my opinion the best of them. 3-5 Hemlock Wraithfighters, can potentially drop an Apocalypic Blast of brain frying goodness. Any unit touched has to make a LD test on 3D6+x, x being the number of contributing Wraithfighters. the unit then suffers a number of wounds equivalent to the amount by which it failed the test. Vehicles hit roll on the vehicle damaged table. No cover or armour saves. Could combine horrifically with DE LD dropping things like the Raider upgrade and so forth.
Dark Eldar:
The Murderflock: Hellions and Scourges being lore friendly killy things. Can deploy via deep strike without scattering, enemy units with 3" suffer 2D6 S4 AP5 Rending hits and the number of unsaved wounds translates to pain tokens rounded up 911 unsaved wounds = 3 tokens)
Storm of Blades: Dark Eldar so up-themselves they won't touch the ground. Can't disembark, gains skyfire if they want. May shoot and use enhanced aethersails and then turbo boost as if they had not shot. Love this one almost as much as Mindstorm Squadron.
The scenarios and campaign looks fun, not paid a huge amount of attention to it honestly, will do that when I play it.
http://www.belloflostsouls.net/2014/05/an-...ne-valedor.html
Фотки 2 формаций (одна лимитная для ДЭ из ВД)
http://darogscompany.blogspot.ru/2014/05/n...ne-iyanden.html